Sideshow: The Campaign for German East Africa 1914-1918
Sideshow: The Campaign for German East Africa 1914-1918 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Parts
- 3.0 Objectives
- 4.0 The Game Turn
- 5.0 Operations
- 6.0 Movement
- 7.0 Stacking
- 8.0 Combat
- Allied Order of Battle Sheet
- 9.28 KAR Availability Chart
- 9.27 Allied Reinforcement Schedule
- 16.2 Explanation of Events
- 9.16 New German Unit Placement Table
- 10.14 Allied OFC Arrival Chart
- 6.44 The Attrition Adjustments Chart
- 17.1 Allied Objective Chart
- German Order of Battle Sheet
- 9.0 More Men
- 10.0 Leaders
- 11.0 Air Squadrons [15]
- 12.0 Reconnaissance
- 13.0 Supply
- 14.0 Lake Victoria
- 15.0 Railroad Destruction/Construction
- 16.0 Random Events
- 17.0 How to Win [19]
- 18.0 Initial Set-Up
- 19.0 Footnotes
- Bibliography
1.0 Introduction
Sideshow covers World War I in German East Africa. With Great Britain controlling the Indian Ocean, German forces, essentially black askari Field Companies, led by Colonel Paul von Lettow-Vorbeck, were isolated, without supplies and reinforcements. Never numbering more than 14,000, they managed to frustrate a host of hapless British commanders and upwards of 250,000 Allied troops for nearly four years.
The German Player represents von Lettow, himself, while the Allied Player represents the British War Office, in London, as well as whatever mediocrity they decided was sufficient to command what everyone felt was the ultimate Sideshow.
NOTE: The numbers in brackets, e.g., [1], refer to additional historical information provided as footnotes.
2.0 Game Parts
2.1 The Game-Map
The 22" x 33" game-map covers most of German East Africa (GEA, now the country of Tanzania). The game-map uses a scale of 16 miles across each hex, with each hex representing approximately 300 square miles.
NOTE: If a national border runs through a hex (as opposed to along a hexside) that hex is considered to be part of both colonies.
2.2 The Counters
2.21 The counters represent the combat forces involved in the East Africa campaign. Each non-artillery strength point (SP) is the equivalent of about 100 men, adjusted for availability and tactical use of machine guns. Machine guns companies have 1 SP per two guns. Artillery units are, usually, 1 SP per gun, adjusted in some cases for effectiveness [1]. Each Armored car SP is equivalent to one car.
The German East African army was organized almost entirely on a company level: askari (black native) Field Companies (the backbone of von Lettow's army), assorted "Rifle" companies, marines (actually companies of naval personnel), and several ad hoc units of European volunteers.
The term "ERSATZ" Company has been coined by the developer to standardize a variety of semi-official units.
Initially Allied presence in East Africa was totally in the form of volunteer European contingents, some native "frontier" units and the KAR (the King's African Rifles), battalions of black native troops [2]. Allied units run the gamut from battalions to regiments to brigades, with some companies thrown in for good luck. In addition, there were some Belgian and Portuguese troops from the Congo and Portuguese East Africa (Mozambique).
2.22 The Units: National color coding:
- British: Indian: deep red; South African: orange; KAR, Native: brown; European: bright red; Air: light red; Portuguese: green; Belgian: yellow.
- German: Land: light tan; Naval: blue-gray; Leaders: gray.
2.23 Summary of unit types:
- Infantry (cross-flag symbol); the letter N marks Nigerian troops.
- Cavalry.
- Marines/Naval Land units.
- Artillery.
- Machine Guns.
- Armored Cars.
- Air Squadrons.
- German Leader.
- German (Iron Cross symbol).
- British (ring symbol).
- Belgian (flag symbol).
- Portuguese (flag symbol).
Also used on the counters: I = Indian troops, R = Rhodesian troops, N = Nigerian troops.
Markers:
- Destroyed Rail (DSTRYD RAIL marker).
- Column markers: the German column marker is labeled COLM with a letter (for example, E); the Allied column marker is labeled COLM with a number (for example, 3).
2.24 Sample counters:
- Infantry counter (front): unit identification (example: 1/3 KAR, 1st Bn, 3rd King's African Rifles), unit type symbol, Commitment (left number), Attrition (right number), Combat Strength (large central number); back side shows the British ring symbol.
- Artillery, Armored Car, Machine Gun counter (front): unit name, unit type, combat strength (example: VOGEL, a 105mm gun from the "Konigsberg"); back side shows the German Iron Cross symbol.
- Leader counter (Germans only): name (example: KRAUT, Major Kraut), Seniority, Mortality (Killed), Mortality (Wounded), Combat.
- Air Unit counter (Allied only): Squadron (example: 26 RFC), Reconnaissance Range, Number of planes, Movement Range.
2.25 Abbreviations. German units use the following abbreviations:
- FK: Field Company (FeldKompanie)
- SK: Rifle Company (SchutzKompanie)
- Erk: "Ersatz" Kompanie
- MRK: Marine Reserven Kompanie
- Mar: Marines
- A.: Column (Abteilung)
- Kngbg or Kon: Konigsberg
The German abbreviations continue with place and unit names:
- Arab Kp: Arabische Korp
- Urndi: Urundi
- WngniKo: Wangoni Kompanie
- Arsha: Arusha
- DeSlm: Dar es Salaam
- Stnhm: Steinhiem
- Stmrmn: Stemmerman
- Schnfld: Schonfeld
- Frknbrg: Frankenberg
- Kron: Kronberg
- v.Stn: von Stettin
- Bmstark: Capt. Baumstark
- Flknstn: Count von Falkenstein
- v.Lbrmn: Capt. von Lieberman
- Wntngs: Capt. Wintgens
Allied Units use the following abbreviations [3]:
- KAR: Kings African Rifles
- KAR Res: KAR Reserve Companies (includes Wavell's Arabs)
- EAR: East Africa Regiment
- EAMR: East Africa Mounted Rifles
- IST: Imperial Service Troop
- 2LoyNL: 2nd, the Loyal North Lancashires
- 63 Pal: 63rd Palmacottah Light Battalion
- 98: 98th Infantry Regiment
- 101 Grn: 101st Bombay Grenadiers
- 61 KGO: 61st Pioneers, King George's Own
- 13 Raj: 13th Rajputs
- 2,3 Kshmr: 2nd, 3rd Kashmiris
- 3 Gwlr: 3rd Gwalior
- 129, 130Bal: 129th, 130th Baluchis
- 2 Rhod: 2nd Rhodesians
- 25 RyFs: 25th Royal Fusiliers
- ArabRf: Arab Rifle Battalion
- WildeRf: Wilde's Rifles
- SAH: South Africa Horse
- 40 Path: 40th Pathans
- SA: South Africa
- ArmCr: Armoured Car
- 10 RNAC: 10th Royal Navy Armoured Car Company
- 2 Cape: 2nd Cape Corps
- SA Rf: South Africa Rifles
- Mobile: "Mobile" Column
- Kal Mtd: Kalahari Mounted Regiment
2.3 Order of Battle Sheets
In order to record losses players should use the OB Sheets, which can be photostated for future use. Players who do not like to use roster sheets should cannibalize strength-point markers from other games and place them with the combat counters to record losses. The surfeit of combat units in Sideshow did not allow us to print markers, for which we apologize.
3.0 Objectives
The ALLIED PLAYER's objective is to drive the Germans out of German East Africa (GEA) as quickly and as efficiently as possible. The GERMAN PLAYER's objective is to stop the Allied Player from attaining his objective, or (more realistically) make it so costly for him to do so that it drains resources from other, more important, theaters of the war. Each player's Game Objectives will probably change from year to year. See 17.0.
4.0 The Game Turn
Sideshow is played in a series of game-turns. Each game-turn has the same Sequence of Play, the phases of which must be undertaken in the exact sequence given below. Most of the games mechanics, moving, fighting, even the actual arrival of reinforcements, take place in the Operations Phase. When all phases of the Sequence have been completed, the turn is over.
The game begins with the September, 1914, Game-Turn and continues until one of the following occurs:
- There are no German combat units in GEA; OR
- The end of a given year that both players have decided upon; OR
- The conclusion of the October, 1918 Game-Turn (WWI ended in early November).
There is a total of 50 possible game-turns.
Each Game-Turn consists of the following SEQUENCE OF PLAY:
- Replacement/Reinforcement Availability Phase:
- A. Allied Reinforcements and Replacements that start the turn in the "Available" Box are placed in Mombasa (or Karunga, for certain units).
- B. Allied units designated as Replacements are moved along the Replacement Track one Box in the direction of the "Available" and/or "Delayed" Boxes.
- C. The Allied Player now notes whether any new Reinforcements are designated by the Reinforcement Schedule and either places them in the Available Box or the Delayed Box.
- D. All KAR Reinforcements for that turn are placed in the designated location.
- E. If it is January, 1917, or later, the German Player may disband units and receive Operation Points; see 5.26.
- Weather Determination Phase: The players check the Month Turn Track to see if Rains are possible. If not, ignore this phase. If they are, roll two dice. If the result is higher than the Rain Number for that month, that turn is a Rain Turn. (March is automatically a Rain turn; it is not necessary to roll.) Rain affects movement and Attrition costs [4].
- Initiative Determination Phase: Each player rolls one die, to which he adds the Initiative Rating of his Overall Field Commander. The highest total has the Initiative for this turn. If the two totals are the same, a Random Event diceroll is activated, after which both players roll again, until one player emerges victorious, with the initiative. The player with the Initiative now determines which one of the two available Operation Segments he wishes to use (5.14). The player without the Initiative must use the Operation Segment not taken by his opponent.
- Operations Phase: This phase contains two Operations Segments, one for the Allied Player and one for the German Player, as determined in the Initiative Phase, above. Players undertake their operations (5.0) in their own Operations Segments:
- a. Segment #1
- b. Segment #2
- Auxiliary Random Event Phase: If no Random Events have been rolled for in any of the above phases in this turn, the player with the Initiative rolls two dice and consults the Random Events Table. If there already has been a Random Events Table diceroll, ignore this phase.
When all five phases have been completed, the game-turn is over.
5.0 Operations
Operations are what a player can do with his troops. A player may undertake as many Operations as he has Operations Points, which he gets from the Operation Point Generation Table (OPGT), below. A player may undertake his Operations only in HIS Operations Segment. There are two Operations segments; who gets which is determined by the player with the Initiative.
5.1 Initiative
5.11 Each player has an Overall Field Commander (OFC). Each OFC has an Initiative Rating, from '0' to '4'. See 10.11, 10.14.
5.12 To determine who has the Initiative each turn, both players roll one die to which they add their OFC's Initiative Rating. The player with the highest total has the Initiative for that turn.
5.13 If there is a tie on any (adjusted) Initiative diceroll it triggers a Random Event diceroll; see 16.0 for instructions. After that Random Event has been completed, the players revert back to 5.12.
5.14 The Player with the Initiative determines which Operation Segment he wishes to use that turn. The opposing player gets the other.
5.2 Operation Points (OPs)
Operation Points are used to determine how many Operations (5.3) a player may perform in his Operations Segment. This will vary from segment to segment and will be open-ended; i.e., neither player will know, beforehand, when he will run out of OPs.
5.21 At the beginning of his Operation Segment, the player rolls one die. The total is the number of Initial OPs he has for that segment.
5.22 At ANY time during his segment a player may wish to get more Op Points. To do this he consults the OPGT (5.27). He rolls two dice (adding them, 2-12) and uses the column corresponding to his present OFC. The OPGT tells him how many OPs he has gathered. However, if the OPGT says FINIS, his segment is over immediately. This is not an operation and does not cost OPs.
5.23 Unused OPs may be saved from one turn to the next. The Allied Player may accumulate a maximum of 10 OPs, the German 12. However, if the OPGT result is a FINIS with an asterisk (*), NO OPs may be saved and any stockpiled are lost.
EXCEPTION: the German Player may use Lost Accumulated Points as per 5.24. At the end of the turn, they are then gone.
5.24 The German player may use saved OPs in the Allied Player Segment, in the same turn, to facilitate Withdrawal (See 8.22).
5.25 There are three Random Events ("A", "B" and "S") that help the German Player's OP abilities. [5] For the remainder of the turn that one of these events is rolled the German Player subtracts 1 from his Operation Point dicerolls. However, a '12' is never affected; it remains a '12'.
5.26 Beginning with the January 1917 game-turn the German Player may generate OPs by disbanding units. For every FK, SK or ErK unit worth 2 or more SPs disbanded (removed from the game) he receives 1 OP. He does this in the Reinforcement Phase (E). These units may be anywhere on the map, but not within three hexes of an Allied combat unit. Units eliminated in such fashion may not return later in the game. However, the Allied Player does not receive victory points for disbanded German units.
5.27 OPERATION POINT GENERATION TABLE (OPGT)
See game map.
5.3 Allowed Operations
For each OP expended, a player may undertake any ONE of the following Operations:
- Movement: All the units in any ONE hex may move. They may all go in the same direction, or each in different directions, etc.
- Rail Movement: All units (up to a maximum of 20 SPs) that start the Operation in a town on a railway may use Rail Movement, with certain restrictions, as per 6.5.
- Sea Transfer: The Allied Player may transfer units between any two Ports he controls, except for Dar Es Salaam, up to the Maximum Port Capacity of each port.
- Attack: Units from any one (or more) hex(es) may enter an adjacent enemy-occupied hex and attack those enemy units.
- Amphibious Assault: The Allied Player may move units from Mombasa and attack any Port on the map, except for Dar Es Salaam.
- Reconnaissance: The German Player may inspect any Allied stack or column. The Allied Player may use his airplanes to inspect German columns.
- Raise Troops: The German player may either attempt to raise new Field Companies (9.1), OR he may bring in any Replacement FK's from the Available Box (9.3).
- Divert Reinforcements: The Allied Player may move up to 20 SPs of Reinforcements or Replacements that are in the Delayed Box to the Available Box.
- Random Event: Either player may roll once on the Random Event Table; see 16.0. A player may do this only once per Operation Segment.
- Construct Depot: The Allied Player may build one Depot, as per 13.0.
- Rebuild Rail Hexes: Any combat unit, other than artillery, may remove a "Destroyed" marker from a railway hex it is in, as per 15.2.
6.0 Movement
Movement is an Operation, and, in order for a player to move his units, it must be his Player Segment and he must expend an available OP. He may then move all units in any one hex. Basically, units move through the hex grid one at a time, or in stacks, tracing a path of connected hexes and accumulating Attrition points for each hex entered and/or hexside crossed. Units are always free to move again, in subsequent Operations, any number of times in the same segment, limited only by Attrition (6.4). Units are never required to move, and, if they do, there is no minimum number of hexes they have to move.
6.1 Movement Allowances
There are NO MOVEMENT ALLOWANCES in Sideshow! A unit or stack of units may move as far as it wants. There are two limits to this: Attrition (6.4) and Zones of Control (6.7).
6.2 How to Move
6.21 A movement Operation applies to all units in a single hex. These units may be moved in one stack or individually, or any combination thereof. Units not in that designated hex may not move or become part of a moving stack. (I.e., you can't pick up units along the way.)
6.22 A unit accumulates a certain number of Attrition points (6.4) to enter each hex or to cross certain types of hexsides, all of which are listed on the Movement/Attrition Cost Chart (6.25). A unit may never enter a hex into which movement is "Prohibited" (see 6.3).
6.23 Roads, both major and secondary, may be used only if moving from one connected road hex to another. Otherwise, use the terrain in the hex.
6.24 Rivers may be crossed, at no cost, at any of the railroad or road bridges on the map. Note that the railroad bridges (but not the Road bridges) may be destroyed as part of a railway destruction Operation (see 15.1). [6]
6.25 MOVEMENT/ATTRITION COST CHART [7]
See the game map.
6.3 Restrictions on Movement
6.31 No unit may move into an enemy-occupied hex in a Movement Operation. (see 8.2).
6.32 No unit may cross an impassable hexside (peak, lake or ocean) or enter the Kilimanjaro peak hex.
6.33 Armored cars may not enter or cross forest, swamp or mountain terrain, not even on roads.
6.34 Units that leave the map, either voluntarily or involuntarily, may not return. This also applies to German units crossing into Portuguese East Africa (see 13.2) and then exiting off the southern edge of the map. However, the German Player gets Victory Points for such units; see 17.0.
6.35 The only ocean movement is Sea Transfer or Amphibious Assault, and these are available only to the Allies.
6.36 Units may not use the islands in the Indian Ocean (including Zanzibar) or Lake Victoria.
6.37 Units must stop when they enter an enemy Zone of Control. They may move no further in that Operation. See 6.7.
6.38 An artillery unit may not be moved unless it is accompanied by an infantry or marine unit (on a one-to-one basis). This restriction does not apply to Attack Operation movement or to retreats.
6.4 Attrition [8]
After finishing a Movement Operation, the player checks for Attrition for the units he has moved. Attrition does not apply to Rail Movement, Sea Transfer or Amphibious Assault, nor does it affect air units, artillery, armored cars or leaders.
6.41 Every combat unit, except artillery and armored car units, has an Attrition Rating. [9]
6.42 When a unit or stack of units finishes its move, regardless of how far that stack moved, the player checks for Attrition. He notes how many Attrition Points (APs) that stack has accumulated in that Movement operation. He then rolls one die and adds that to the Attrition Point total, making any applicable adjustments as per the Attrition Adjustment Chart, 6.44. He then compares that Attrition Total to each unit's Attrition Rating. Any units whose Attrition Ratings are the same as or lower than the Attrition Total do not suffer any Attrition. If the Attrition Total is higher than any units' Attrition Ratings, those units have suffered an Attrition Loss. The player may choose to roll once for each unit, or he may make one diceroll for the entire stack. Such choice must be made before moving those units.
6.43 The Attrition Loss for each affected unit is equal to the difference between the Attrition Total and the unit's Attrition Rating, in Strength Points Lost. Thus if the Attrition Total is 14 and a unit's Attrition rating is 11, that units suffers a 3 SP loss.
6.44 THE ATTRITION ADJUSTMENTS CHART
See Charts & Tables on pages 8 and 9.
6.5 Rail Movement
Rail Movement is an Operation, distinct from regular Movement. See, also, 8.5 and 15.0.
6.51 At the start of the game, the Allied Player controls the Uganda Railway, while the German player controls both the Northern and the Central Railway. The controlling player is the ONLY player who can use that railway for movement, and in order to control a railway a player must either start the game in control or gain control by physically occupying ALL towns on that rail line.
6.52 Any stack of units of 20 SPs or less that starts a Rail Movement Operation in any town on a railroad that that player controls (6.51) may use rail movement.
6.53 Units using Rail Movement may move any number of contiguous railway hexes in a Rail Movement Operation. However, they may not move adjacent to any enemy unit (except when using Rail Reaction; see 8.5) nor may they move through "destroyed" rail hexes. There is no cost to entrain or detrain.
6.54 The Mombo-Handeni Trolley Line is not a railroad and has a separate line on the Movement/Attrition Cost Chart. A player may move from one trolley hex to a connecting trolley hex using the "Trolley Hex" cost, not the usual cost for the terrain in that hex. Rail Reaction (8.5) is not available on the Trolley Line and it does count for Attrition.
6.55 The Voi-Moshi Railroad is not in existence until Random Event "U" is rolled.
6.56 The railroads have no effect on non-railroad movement, except as noted in 6.54.
6.6 Sea Transfer
Sea Transfer is an Operation available only to the Allied player.
6.61 In a Sea Transfer Operation the Allied may transfer a maximum number of units (as per 6.62 that start the Operation in a Port to any other Port on the map that the Allied Player controls (occupies or was last to occupy), also within the latter's maximum capacity.
6.62 The Maximum Port Capacity of Mombosa and Tanga for any one operation, either entering or leaving, is 80 SPs. The maximum capacity for any other port is 25 SPs.
6.63 No Sea Transfer is ever allowed to or from Dar Es Salaam; see 8.4. Until the "Konigsberg" is sunk (see Random Event "C") the Allied Player may not transfer units to ports south of Tanga.
6.7 Zones of Control (ZOCs)
6.71 The following units exert a Zone of Control:
- All German stacks of 12 or more Strength Points;
- All Allied stacks of 25 or more Strength Points;
See 8.12 for determining artillery/armored car Strength Points.
6.72 ZOCs extend to each hex surrounding the unit exerting that ZOC, except that ZOCs do not extend into mountain, forest or swamp hexes, or across rivers (except at bridges) or any impassable hexside.
6.73 During Rain turns, only units in Towns/Villages or "across rivers" (see 6.75) have ZOCs.
6.74 A unit that moves into any enemy ZOC must stop. It may not move further during that Operation. If it starts a Movement Operation in an enemy ZOC it may move, but, again, it stops on entering an enemy ZOC.
6.75 Units may not cross a river directly into an enemy ZOC, if that enemy unit is in a hex adjacent to that same river.
Example: There is a German unit in 3311 and an Allied unit in 3310. The Allied unit could not move directly into 3411 in a Movement Operation. It could move into 3211, because that hex is not on the same side of the river as the German unit, but it could not then move into 3212. Remember, this applies to a Movement Operation, not to a cross-river Attack Operation.
6.76 A player has the option of NOT having a particular unit exert a Zone of Control. The owning player simply states a unit has no ZOC when an enemy unit moves into what would normally be that ZOC. However, once a unit has exerted a ZOC (or has not) that unit may NOT change such status for the remainder of the turn, unless it moves.
6.8 Columns
In order to reduce stack size Column counters are provided. To use one, take all the combat units in any one hex, replace them with a Column marker and place them in the corresponding Column Box on the map. This can be done at any time without any OP or Attrition Point cost. Players may not check the strength and OoB of any enemy column (or any stack of units) unless he uses a Reconnaissance Operation (12.0).
7.0 Stacking
There is no limit to the number of units that may occupy a single hex at any one time, noting that opposing units may occupy the same hex only during an Attack or Amphibious Assault Operation.
8.0 Combat
Combat occurs as part of either an Attack Operation or an Amphibious Assault Operation. All combat takes place within the "target" hex. One side always wins, with the loser leaving the hex. Losses are in Strength Points.
8.1 Combat Units
8.11 All combat units, other than artillery, armored car and the machine gun units, have three ratings. The large number is its STRENGTH, or Strength Points, in manpower. The smaller number on the left is that unit's COMMITMENT Rating, used to express that unit's ability to actually engage in full-fledged combat. [10] The small number on the right is that unit's ATTRITION rating.
8.12 Artillery, machine gun and armored car units have only a Strength rating. Artillery/armored car units use their printed Strength only when stacked with an infantry, cavalry, or marine unit, on a one-to-one basis; i.e., one infantry/cavalry/marine unit allows one armored car and one artillery unit to use its printed Strength. Otherwise, armored cars, when alone or unpaired with an infantry/cavalry/marine units have a Strength of '1'. Likewise, artillery units have a Strength of '0'. Machine guns are not affected.
8.2 How Combat Occurs
Combat is an operation (Attack). (Amphibious Assault is covered separately, below, 8.4). You cannot attack unless you have the OPs to do so.
The Combat Procedure is as follows:
- The Attacking player announces an Attack Operation, designating which unit(s) will be attacking what target Hex. Only one hex can be attacked in a single Attack Operation.
- If the Defender is German, he has the opportunity to Withdraw (8.22). This option is not available to the Allied Player.
- If no Withdrawal, the Attacking Player moves his units into the defender's hex. (There is no cost in Attrition to do this.) If attacker is attacking with units from more than one hex, he rolls for Multiple Attacks (8.23).
- When all units are in the hex, Attacker checks each of his units for Commitment (8.24). Uncommitted units return to their original hexes.
- Each player rolls 1 die, modifying the result if a German leader is present (8.35) and cross-references the modified result with the Combat Results Table (8.28) column corresponding to his Committed Strength (8.25). Results are applied immediately.
8.21 An Attack operation may be declared any time a player has units adjacent to an enemy unit, unless such units are separated by an impassable hexside. (E.g., you cannot attack across a lake hexside).
8.22 If the German Player (only) is the defender, he has the opportunity to Withdraw. He has two different types of Withdrawal, depending on the number of OPs he wishes to expend. (Remember, as per 5.23, the German Player may save OP's for this purpose.)
- Expends '1' OP: German unit may withdraw as if it were a Movement Operation. The unit may ignore Allied ZOCs (as if they did not exist). However, the Attrition rules apply. In addition, before the German player withdraws the Allied player totals the Strength Points of all attacking KAR units (only) and rolls as if it were an attack, as per 8.25; retreat results do not apply, and only the Allied player rolls.
- Expends '2' OPs: Same as #2, except that the Allied Player does not attack with his KAR units AND the German player has "Ambush" capability. [11] Before withdrawing, the German Player rolls one die. If the result is a 1, he inflicts 1 SP casualty on any attacking Allied unit of his choice. If 2-6, nothing happens. If the German player has any Konigsberg 105mm guns (the artillery units marked "K"), subtract 1 from the Ambush dieroll. If any of the attacking Allied units were South African or Indian, subtract 1 from the dieroll, but an SP loss must be taken from one of those units. Ambush SP losses may never be taken from KAR units.
8.23 To initiate the attack, the attacking player, after spending the OP for the Operation, simply moves his attacking units into the defending hex. However, if the attacker has units in more than one adjacent hex (Multiple Attack) he most roll for each different attacking hex. The first hex is free; then the player must roll for the next hex. If he rolls a 1-5 that hex may attack, and he proceeds to the third hex, where the dieroll is 1-4, and successively lower for each successive hex. If, at any time, he rolls a number other than required those units, plus all remaining unrolled for units, may not attack. All units from hexes that have passed the dieroll are now eligible for attack and they are moved into the target hex.
8.24 After moving the attacking units into the target hex the Attacker checks each unit to see if it will actually engage in combat (Commitment). This does NOT apply to the defender. The attacking player rolls one die and compares it to the unit's Commitment rating. There are no adjustments to the die roll. If the result is equal or higher, that unit does not participate in the attack and is returned to the last hex it occupied before its attempted attack. Units with no commitment Rating do not check, they always commit (however, see 8.12 and 8.29). [As an Optional rule, if you wish to decrease the dierolling, roll only one die and apply it to all units.]
8.25 Each player now takes his total Committed Strength and consults the Combat Results Table under the column for his strength. Each player rolls the die. The result on the CRT is the Strength Points Lost by the opposing player. Thus, if the Allied Player has 25 SPs in the battle and rolls a '4', the German player loses 3 SPs. Record the SP's lost on the Order of Battle Sheet (or use SP markers, if you have them; 2.3). The opposing player designates the first and then each odd-numbered SP of loss (1st, 3rd, 5th, etc.). If SP losses reduce a unit to '0' strength it is Eliminated (see 9.3).
8.26 If a player rolls an adjusted dieroll of 4-9 the opposing player must Retreat. If neither player or both players suffer Retreat Results the player with the greatest SP loss retreats. If both players suffer equal losses, the player with the fewest remaining Strength Points retreats. If still tied, roll a die. The retreating units must leave the hex and retreat a number of hexes away from the attack hex equal to one dieroll. The maximum number of hexes that can be retreated is 4 (treat a roll of '5' or '6' as a '4'). The retreating player checks for Attrition at the end of the retreat as if it were a Movement Operation.
8.27 A retreating unit may not enter an enemy-occupied or impassable hex. However, a retreating unit may retreat through an enemy-occupied hex if that hex is occupied solely by artillery and/or other non-combat units. Retreating units must take the path of least AP cost, where possible, in the following directions, where possible:
- Allies: Towards the nearest Town they control, or North.
- Germans: Towards the nearest Town they control, or South.
If a unit cannot retreat the required number of hexes, each individual unit loses 1 SP for every hex it cannot retreat. If it must cross a river, it loses 1 SP. If it cannot retreat out of the attack hex it is eliminated (captured, see 9.3).
8.28 COMBAT RESULTS TABLE
See the game map.
8.29 If the defending or attacking force is composed of only artillery units that side has a Committed Strength of '0' (see 8.12). It does not make a combat dieroll! All other combat procedures apply.
Note that it is possible (but not likely) that both sides could have a Committed Strength of '0' in which case neither side makes a combat die roll and the retreat criteria (8.26) determines which side must leave the hex.
8.3 Terrain and Other Effects on Combat
8.31 If a unit crosses a river to attack, it's strength is halved, rounded up.
8.32 If the defending unit is in a Mountain hex, its strength is doubled.
8.33 If the defending unit is in a forest hex or Nairobi, Mombasa or Dar es Salaam, adjust the attacker's combat column in one to the left in favor of the defender.
8.34 No other terrain has any affect on combat.
8.35 In any battle where a German leader is present, his Combat Rating is added to the German Player's combat dieroll AND subtracted from the Allied Player's dieroll.
8.36 The total strength of units conducting an Amphibious Assault is halved, rounding up.
8.4 Amphibious Assault
8.41 Amphibious Assault uses the same rules as Sea Transfer, except that
- it is an attack,
- only infantry units may use it,
- the assault must start in Mombasa, and
- it may be made on any Port not controlled by the Allies.
All Attack and Sea Transfer rules, especially Maximum Port Capacities, apply (except as noted herein).
8.42 The total strength of all attacking units in an amphibious assault is halved (rounded up). If forced to retreat, the attacking units are returned to the Port from which they started PLUS they double the SP loss (if any) on the CRT. If no SP loss is listed, they lose 1 SP.
8.43 Amphibious Assaults may be undertaken only against a Port hex.
8.44 Dar Es Salaam may not be attacked by Amphibious Assault. [12]
8.45 An assault against an unoccupied port is a Sea Transfer.
8.46 No Amphibious Assault may take place south of Tanga until the Allies sink the "Konigsberg". (See Random Event "C").
8.5 Rail Reaction
If an attack takes place in a railroad hex, the defending player has an opportunity to use Rail Reaction, if he controls the railroad as per 6.51. After the attack has been announced and all attacking units have moved into that hex, but before resolving the combat, the defending player may move up to 20 SPs of combat units at the cost of 1 OP from any point on that railroad into the attack hex, adding those units to his strength. The rail path may be of any length, but it must be free of enemy combat units or an enemy ZOC. There is no Attrition involved.
Allied Order of Battle Sheet
Player aid, printed "photocopy before play" on scan page 20 of the source. It is a blank roster of strength-point boxes for each Allied unit (the unit names are those listed in 2.25 and in the Allied reinforcement and order of battle schedules). Players record losses on it as described in 2.3.
9.28 KAR Availability Chart
| Turn | Unit | Location |
|---|---|---|
| May 1916 | 2/1, 1/2 KAR | Karonga (5929) |
| May 1916 | 2/4 KAR | Uganda* |
| June 1917 | 1/6, 1/7, 2/6 KAR | Mombasa (3201) |
| October 1917 | 3/1, 3/2 KAR | Karonga (5929) |
| October 1917 | 3/3 KAR | Nairobi (1812) |
| October 1917 | 3/4, 4/4 KAR | Uganda* |
| January 1918 | 4/1, 4/2 KAR | Karonga (5929) |
| January 1918 | 5/4, 6/4 KAR | Uganda* |
* = These units may enter (separately or together) through hex 1033 or hex 1016.
9.27 Allied Reinforcement Schedule
1914
- October: 98; 2 Loy NL; 101 Grn; 2, 3 Kshmr; 13 Raj; 61 KGO; 63 Pal; 3 Gwlr; 28 MtRA; 10 Hvy; 1 Lt
- November: 29 Punj; AITKEN becomes OFC
- December: 2/6 Lt; 9 Naval; WAPSHARE becomes OFC
1915
- January: 130Bal; EA MG; 26 RFC
- February: 2 Rhod
- April: 25 RyFs; TIGHE becomes OFC
- May: ArabRf
- June: WildeRf
- October: 4 SA Hw
- November: 1, 2, 3, 4 SAH; 40 Path; 129 Bal
- December: 5, 6, 7, 8 SA; 1/2, 3/4, 5 SAF; 1, 4, 5 ArmCr; 10RNAC
1916
- January: 9, 10, 11, 12 SA; 2 Cape; 11 Navl; 134, 11, 158 Hw
- February: SMUTS becomes OFC
- April: 1, 2 SA Rf, both in Karonga, [5929]
- July: Kal Mtd in Karonga, [5929]
- August: 1, 2, 3, 4 Ngria; 5 NgMtd; 1/2 Ngr; GldCst; GldCst B; ZanzRf; 5 LtInd; 17 Ind; Murray (only) in Fife [5733]
- October: 2 WI; Gambia
1917
- January: HOSKINS becomes OFC
- April: 10 SAH
- May: VAN DEVENTER becomes OFC
- September: 1, 2 RhdN; KshmrB
16.2 Explanation of Events
A. "Kronberg": If this event is rolled by the German Player in any turn from March 1915 through May, 1915, the German player receives the Kronberg marine and artillery units in any port in GEA not occupied (physically) by the Allies, but not Dar es Salaam. In addition, 5.25 applies for the remainder of the turn. The "Kronberg" was the first of the successful German blockade runners. If rolled again after being successfully rolled treat as No Event. IF ROLLED BY THE GERMAN PLAYER IN JUNE, 1915, OR LATER, TREAT THIS AS EVENT "T".
B. "Marie von Stettin": If this event is rolled by the German Player in any turn from March, 1916 through May, 1916, the German player receives the v. Stn artillery unit in any port in GEA not occupied by the Allies, but not Dar es Salaam. In addition, 5.25 applies for the remainder of the turn. This was the second of the successful blockade runners to arrive. If rolled again after being successfully rolled, treat as No Event.
IF ROLLED BY THE ALLIED PLAYER IN ANY TURN STARTING WITH OR AFTER JANUARY 1916, TREAT THIS AS EVENT "U".
C. The "Konigsberg": This extremely powerful light German cruiser was the scourge of the Indian Ocean until forced to hide inside the delta of the Rufiji River, from which it never emerged. Under pressure from von Lettow, it was gradually stripped of its crew and guns for use in the land war. This event takes effect in any turn starting with and after January, 1915.
- The first time it is rolled, treat as NO EVENT;
- The second time it is rolled, the Allied Player receives 10 Victory Points and the RNAS air squadron (placed in any Allied-controlled Port) for sinking the Konigsberg. The German Player receives the Angel Batterie in Dar es Salaam. If Dar is occupied by the Allies, place in any town south of Dar.
- The third time it is rolled the German Player receives the Konigsberg Kompanie "a" in Dar Es Salaam. If Dar is occupied by the Allies, place in any town south of Dar.
- The fourth time it is rolled, the German player receives the "b" Konigsberg Kompanie and all Konigsberg artillery units in Dar es Salaam. If Dar is occupied by the Allies, the German player receives the marine unit, but only the Wenig batterie, at Morogoro. If Morogoro, too, is in Allied hands, the German player gets nothing.
- Any time after the 4th time the event is rolled, treat as NO EVENT.
- If this event is rolled more than once in a single Turn, treat as NO EVENT.
D. The "Skin Corps": The Allies had the loyalty of the fierce Masai tribes and recruited them into a group which operated rather randomly and often quixotically and which they called the Skin Corps. They were used mostly for ambushes. If this event is rolled, and there are any German units within five hexes of hex 1920, the Allied Player may reduce any one non-artillery German unit by 1 SP.
E. Other Theater Demands: "Dear Allied OFC: You don't want those units we assigned to you? Well, we do." ALL units in the Delayed Box are removed from play permanently; they may never be used again.
F. South Africans Go Home: If this event is rolled in any turn starting with January 1917 or later, ALL South African units (the orange units) are removed from play. (In early 1917, dismayed at the horrendous condition of the 12,000 or so Boers and South Africans, their government ordered them home.) This event may occur only once; afterwards (or before 1/17), treat as NO EVENT.
G. The Belgians: Despite their mutual dislike and distrust, the Belgians (with their Force Publique) and the British finally got their act together and launched an attack from the Congo, albeit with limited aims. If this event is rolled by the Allied Player (only) in any turn starting with March, 1916 or later, AND the Allied Player has previously taken Lake Tanganyika (event H), the Allied Player immediately receives the Olsen column and the Molitor Column. The Olsen Column may enter as if from Ruanda; Molitor as if from Urundi (See the German set-up notes in 18.0). These units may not move more than one hex east of the easternmost Mwanza-Tabora Road, nor more than two hexes south of the Central Railway. Otherwise, and especially if the Allies have not yet taken Lake Tanganyika (H), treat as NO EVENT.
H. "The African Queen": If this event is rolled by the Allied Player in any turn after December, 1915, inclusive, the Naval African Expedition under Spicer-Simpson has taken Lake Tanganyika, giving the Allied Player 25 Victory Points. In addition, the German Player receives the 1 MRK unit, which he may bring on the map in a Movement Operation through hex 5434. If before December 1915, or already rolled, treat as NO EVENT. Note that the Allied Player must roll this event in order to successfully roll the Belgians event. Also, see Event "P". (The Spicer-Simpson expedition was the rather loose inspiration for C.S. Forester's famous novel [and subsequent movie] "The African Queen".)
I. Heat: A temporary Heat wave strikes, making an awful life even more difficult. Add 1 to all Attrition Totals for the remainder of the turn. If this is a Rain Turn, treat as NO EVENT.
K. A Pain in the Schnee: The German colonial governor, Dr. Heinrich Schnee, did not see eye-to-eye with von Lettow about the war, Schnee felt there should not be a war, and went to great lengths, most of them unsuccessful, to hinder von Lettow. If the Allied Player rolls this event AND German leader Wahle has been killed or is inoperative because he is wounded, in the next German segment the German player may not use the OP Generation Table to get more OPs than his initial dieroll gives him. Otherwise, NO EVENT. (continued on page 10)
9.16 New German Unit Placement Table
| Die | Town |
|---|---|
| 1 | Morogoro (4511) |
| 2 | Neu Moshi (3011) |
| 3 | Arusha (2914) |
| 4 | Bagamayo (4406) |
| 5 | Kondoa Iringa (3516) |
| 6 | Dar es Salaam (4605) |
10.14 Allied OFC Arrival Chart
| Turn of Arrival | OFC | Initiative |
|---|---|---|
| SEP 1914 | No One | 0 |
| NOV 1914 | Aitken | 1 |
| DEC 1914 | Wapshare | 0 |
| APR 1915 | Tighe | 2 |
| FEB 1916 | Smuts | 3 |
| JAN 1917 | Hoskins | 2 |
| MAY 1917 | van Deventer | 2 |
6.44 The Attrition Adjustments Chart
The following adjustments are made to the Attrition Total:
| Reason | Adjustment |
|---|---|
| Rain Turn | +2 |
| End movement in town | -3 |
| End movement within three APs* of Town, Depot (13.1) or controlled (6.51) Railroad hex | -2 |
| End movement in Swamp Hex in a Rain Turn (in addition to Rain) | +3 |
* = Counted as if unit was moving to that hex.
17.1 Allied Objective Chart
| Year | Offensive Objectives | Defensive Objectives |
|---|---|---|
| 1914 | "A" Towns (40 VP each); Control Northern RR (50 VP) | No Germans on any border hex (20 VP); Uganda RR uncut (20 VP) |
| 1915 | "A" or "B" Towns (40 VP each); Control Central RR (100 VP); Control Northern RR (30 VP) | No Germans on any border hex (20 VP); Uganda RR uncut (20 VP); Retain all previous Towns (20 VP) |
| 1916 | "A", "B" or "C" Towns (40 VP each); Control Central RR (40 VP); Control Northern RR (10 VP) | No Germans on any border hex (10 VP); Uganda RR uncut (10 VP); Retain all previous Towns (20 VP) |
| 1917 | No Germans north of Central RR, incl. (75 VP); All recruitment centers (75 VP); No German units or ZOC on the Kilosa-Neu Langenburg Road (75 VP) | Retain all previous Towns (50 VP); No Germans on any border hex (10 VP); Uganda RR uncut (10 VP); Retain RR control (50 VP) |
| 1918 | No German north of hexrow 50, incl. (75 VP); All Recruitment centers (50 VP); No German units w/i 2 hexes of Kilwa-Wiedhaven road (75 VP) | Retain all previous Towns (50 VP); No Germans on any border hex (10 VP); Retain Kilosa-Neu Langenburg Road (50 VP) |
Note: The term "Retain" means maintain control of all those types of objectives that were won in the (all) previous years.
Offensive VP's for towns are awarded for each town (maximum two).
L. Sudden Rains: Although it rained mostly in the months of March and April, occasionally it rained, and heavily, when it wasn't supposed to. E.g., in Sept. 1916, normally a very dry month, it rained heavily enough to disrupt maneuvers. Therefore, if it is not already a Rain month, for the remainder of the Segment (Phase 4) this is rolled in, all Rain rules apply. This is treated as NO EVENT if it is rolled in Phase '3' or '5'.
M. Ojo (Nigeria) Provincial Uprising: The Allied Player must immediately remove all Nigerian troops (if any) from both the map as well as the Reinforcement Track and Available and Delayed Boxes. Furthermore, no Nigerian Troops may be placed in the Available Box for both this month and the next month. Any Nigerian troops delayed or removed may be placed in the Available Box two months/turns after this turn. This event may happen only once per game. If rolled again, treat as No Event.
N. The Mad Mullah Strikes: Its Jihad time in Somaliland. If any of the following units are on the map or in the Reinforcement Track or the Available or Delayed Boxes they are immediately removed (and sent to Somaliland to put down the "revolt"): 28th RA Battery, 101st Grenadiers, 1/1 and 1/2 KAR. If scheduled to arrive, they don't. All aforementioned units may be placed in the Available Box the number of turns equal to the roll of one die later. This event may occur more than once. If rolled by the Allied Player, treat as No Event.
O. The Third Afghan War: Actually occuring in 1919, it is possible that this never-ending fracas would have flared up earlier. This event applies only if rolled in 1917 or later. All Indian units in the Available or Delayed Boxes or the Reinforcement Track are removed from the game permanently. Moreover, any Indian troops scheduled to arrive as Reinforcements do not. This event may occur only once. After that, or if rolled by the Allied Player, treat as No Event.
P. The Ba-HoloHolo Revolt: If the Allies have not yet taken Lake Tanganyika (Event "H") this frisky tribe causes some trouble. Remove all Rhodesian units plus the 2/1 KAR from the map, the Reinforcement Track or the Available or Delayed Boxes. Furthermore, if scheduled to arrive such troops do not. All aforementioned troops may be placed in the Available Box the number of turns equal to the roll of one die later. If the Allies have taken Lake Tanganyika, or this event has previously been rolled, or if rolled by the Allied Player, treat as No Event.
R. Portugal Enters the War: If it is 1916 or later, Portugal throws off the mantle of neutrality and becomes an Allied belligerent. The Allied player immediately places the de Silviera column in any south map-edge hex between 7005-7010. The unit may operate in any hex within five hexes of the Rovuma. Two turns later, at the beginning of the turn, the Allied player places the Gil Column in the same manner. These two units do not count for German VP's. If this event is rolled again in 1916 or later, or it is before 1915, treat as No Event.
S. The L-59 Zeppelin Makes It: The amazing flight of the L-59 is NOT abandoned because of the false radio message of German surrender. If it is November, 1917 or later the effects of 5.25 apply for the remainder of the turn. This event can occur only once. Otherwise, treat as No Event.
T. German Volunteers: This event applies only if Event "A" is rolled by the German Player in June, 1915 or later:
- 1st Time: German Player receives the Abteilung Urundi. It may enter through hexes 2234-2733. If the Belgians have entered the war this unit does not arrive.
- 2nd Time: The German Player the Abteilung Arusha (in Arusha) and the Abt.'s Delta and Dar es Salaam in the latter city. If either location is occupied by the Allies, the units do not arrive.
- 3rd or later Time: No Event
U. The Voi-Moshi Railroad: This event applies only if Event "B" is rolled by the Allied Player in January, 1916, or later. When this event is rolled, the Voi-Moshi Railroad is operable and controlled by the Allied Player, unless the German Player occupies Voi, Taveta or Moshi, in which case it is treated as NO EVENT.
Random Event Boxes
Used to track each time a limited occurrence random event is triggered: A, B, C (4 boxes), F, G, H, M, O, P, R, S, T (3 boxes), U.
German Order of Battle Sheet
Player aid, printed "photocopy before play" on scan page 23 of the source. It is a blank roster of strength-point boxes for each German unit (1 to 29 FK, 1 to 10 SK, 1 to 10 ErK, and the named columns, leaders and the 1 MRK and 2 MRK, Kron Mar, Fromme, Stmrmn, Wenig, Schnfld, Vogel, Frknbrg, Kron, Stnhm, Angel, Hering and Muller units). It is printed as a player aid, and players record losses on it as described in 2.3.
9.0 More Men
There are four ways of getting more men. The German Player may Raise Troops, recruiting locally amongst the natives. The Allied Player gets Reinforcements from "home", which he may or may not use, and more KAR battalions (raised in Africa), which he must use, and both players may recycle eliminated units by "rebuilding" them as Replacements. Certain units arrive via the Random Events Table.
IMPORTANT: The more "home" Reinforcements and Replacements the Allied Player uses, the less likely he is to win the game.
9.1 Raising Troops (German)
The German Player uses this Operation to raise troops from the native population in German East Africa. It is the only way the German player may get new units, other than by the Random Events Table. The German player may attempt only one Troop Raising Operation per segment. See, also, 9.33.
9.11 The German Player uses this Operation to Raise Field Companies (FK), Rifle companies (SK), and "Ersatz" companies (Erk). The total number of units he may raise is limited by the counter-mix.
9.12 All German FK, SK and Erk units, plus the Wagoni Kompanie, other than those units that start the game on the map, are placed in an opaque container, so that they may be drawn blindly and randomly. [13] This is the "Unused Pile".
9.13 When the German Player initiates a Troop Raising Operation, he does the following:
- Draws two counters from the Unused Pile and places them in Tabora. For the first 4 turns of the game (Oct 1914 thru Jan 1915) he receives 4 counters for Tabora. If Tabora is occupied by the Allies, this is ignored. THEN,
- He rolls one die and places one of the counters from the Unused Pile in the town listed on the Placement Table, 9.16. For the first 4 turns (October 1914 through January 1915) he rolls twice, receiving 2 units. If the town he rolls for is occupied by an Allied combat unit, he gets no unit at that center and may not roll again (unless it is one of the first 4 turns).
9.14 Once placed into play a unit does not go back into the "unused" pile. Eventually there will be no units left in the Unused Pile, and, at that time, the German Player may not raise any more new units. He can only "replace" eliminated units (9.3).
9.15 In any turn in which the Allies occupy all towns north of and on the Central Railway, the German player may not Raise Troops.
9.16 NEW GERMAN UNIT PLACEMENT TABLE. See Charts and Tables on page 8.
9.2 Allied Reinforcements
The Allied player has two types of Reinforcements: KAR battalions and all other Empire troops. KAR units arrive automatically, as per the KAR Availability Chart; no operation is needed. All other reinforcements arrive via the Allied Reinforcement Schedule. If the Allied Player takes his Reinforcements as scheduled he does not need an Operation. If he delays their arrival and then chooses, later on, to use them, it takes a Reinforcement Operation. The Month and Reinforcement Track notes when both types of units are available.
9.21 KAR units are brought on in the turn listed in the KAR Availability Table, 9.28. In the Allied Reinforcement Availability Phase, place all new KAR units in the town listed; they are now ready to use. No Operation is needed.
9.22 For all other units, the turn they are listed on the Reinforcement Schedule (9.27) is the Turn they are available. The Allied player, in his Reinforcement Availability Phase, must now decide whether to use these units immediately or attempt to go with what he has and let their availability pass.
- If he decides to use the available troops, he places them in the Available Troops Box. They enter the following turn (9.23).
- If he does not wish to take them, he places them in the Delayed Box.
Example: It is October, 1914, and the Allied Player has a host of units available for his use (see 9.27). Aware that some of these units are worse than dreadful, he places the 61st Pioneers and the 63rd Palmacottah Light Infantry in the Delayed Box. All other units are put in the Available Box and will enter next turn.
9.23 At the beginning of the Allied Reinforcement Phase, all troops in the Available Box are placed in Mombasa (unless noted otherwise). No Operation is needed.
9.24 At any time during his Operation Segment, the Allied Player may move troops from the Delayed Box to the Available Box; this is an Operation. The maximum number of troops that may be so moved is 30 SPs, including artillery.
9.25 Units that are in the Delayed Box are troops (and/or replacements) that the Allied Player has decided to not use (at least not right away). It is possible that they will be sent to another theater and will not be available. See Random Event "E". Troops so removed are lost forever.
9.26 The German player does get some "reinforcements", "marine" units and European volunteers, but they arrive via the Random Events Table.
9.27 ALLIED REINFORCEMENT SCHEDULE. See Charts & Tables on page 8.
9.28 KAR AVAILABILITY CHART. See Charts & Tables on page 8.
9.3 Replacements
Replacements are, theoretically, manpower used to replace troops lost from a unit already in the game.
9.31 Whenever an Allied unit is eliminated, either by combat or Attrition, it is placed in Box #2 on the Replacement Track. There are two exceptions:
- A unit that is eliminated by SP losses because it could not retreat as mandated by the CRT (8.28) is considered captured and may not be rebuilt. This applies only to the Allies.
- Starting with 1916, the Uganda unit, the East African Regiment, and the East African Mounted Rifles may not be rebuilt.
9.32 In the Allied Reinforcement Phase all Allied units on the Replacement Track are moved one box towards the Available/Delayed Boxes. Allied units in Track Box #1 are moved into either the Available Box or the Delayed Box, in the same manner as Reinforcements (9.22).
9.33 Only German Field Companies (FK) may be rebuilt; all other eliminated German units are removed permanently. Eliminated German FK's are placed in the Replacement Box. In a Troop Raising Operation, instead of raising new troops (9.1), the German player may take one FK unit from the Replacement Box and place it with any German units that are in a town in German East Africa.
9.34 If/when the Allies control all GEA towns north of, and on, the Central Railway, the German Replacement capability is reduced. If an FK is eliminated, before placing it in the Askari Replacement Box the German player rolls one die. If he rolls a 5 or 6 the unit may not return and is removed from the game permanently.
9.35 All replacements return at full strength.
10.0 Leaders
Both sides have Overall Field Commanders. In addition, the German player has several leaders to aid him. [14]
10.1 Overall Field Commanders (OFC)
10.11 The German Overall Field Commander for the entire game is Colonel Paul von Lettow-Vorbeck. He has no counter; the German player IS von Lettow. Von Lettow has an Initiative rating of '4'. He may not be killed or otherwise removed.
10.12 The Allied OFC varies. The Allied OFC Chart, 10.14, as well as the Month and Reinforcement Track, notes which Allied OFC is in command. New commanders take effect at the very beginning of the turn.
10.13 The OFC is used to affect Initiative (5.1) and OP availability (5.27). OFC's do not affect anything else. They are not affected, nor do they affect, combat.
10.14 ALLIED OFC ARRIVAL CHART. See Charts & Tables on page 9.
10.2 German Leaders
10.21 German leaders have 3 ratings (see sample counters, 2.24):
- Combat: The number added to the German Combat dieroll AND subtracted from the Allied combat dieroll. (8.35)
- Mortality: Chances of surviving combat. (10.22)
- Seniority: Who ranks ahead of whom, in case more than one leader is in a hex; 1 is highest, 6 lowest. (10.23)
10.22 Any time the Allied Player rolls an unadjusted '3' on the CRT, the German player rolls two dice for each leader he has in that battle.
a. If the total is the same as the "Wounded" number, that leader is seriously wounded and removed from play. Roll one die; the leader may return that number of turns after the present turn.
b. If the total matches the "Killed" number, that leader is killed.
10.23 In a combat, when two or more leaders are in the same hex, the highest seniority (lowest number) leader's Combat rating is used.
11.0 Air Squadrons [15]
The Allied Player receives two air squadrons. The 26th squadron of the Royal Flying Corps (8 BE2C's) arrives as a reinforcement. The Royal Navy Air Service is available as soon as the Allies sink the Konigsberg (Random Event "C"). Both units are placed where designated in the turn of their availability; they do not go through the usual box process (as they do not count towards German victory).
Both squadrons may move to any town within their Movement Range in a Movement Operation. However, the RNAS is restricted to towns/ports in (ocean) coastal or partial lake hexes. Each Air squadron must be moved separately; it may not be moved as part of an Operation with other units.
Air squadrons are used solely for Allied Reconnaissance (12.0). They have no other use.
12.0 Reconnaissance
Players, if they wish, may choose to flip their combat units over so that only their flag is showing. A player may not check the composition of enemy columns or stacks unless they undergo a Reconnaissance Operation.
The German Player, in any Reconnaissance Operation, may inspect any one Allied column or stack within six Attrition Points of any town in German East Africa or within four Attrition Points of any German leader. Count the target hex; do not count the town/leader hex.
The Allied Player, in any Reconnaissance Operation, may attempt to inspect any German column or stack within Reconnaissance Range of one of his air squadrons. To do this, he rolls one die to which he adds the number of planes in that squadron. He subtracts 2 from the dieroll if the hex is forest. If the adjusted dieroll is '10' or more he may inspect the units in that hex.
If the reconnoitering squadron is the RFC and the unadjusted (natural) dieroll is a '1', the squadron loses one plane. If it is the RNAS and the dieroll is a '1' or '2', the squadron loses a plane. The Allied Player may NOT reconnoiter a mountain hex. [16]
13.0 Supply
13.1 Allied Supply Depots
The Allied Player may build Supply Depots to help reduce the effects of attrition (see 6.44). He may build a Depot in any hex in which he has a combat unit, other than a Swamp or Forested Mountain hex, by undertaking a Depot Construction Operation and expending an additional OP (which he must have available). Place a Depot Counter in the hex. The Allied player may destroy that Depot using the same method, except that he does not have to expend the additional OP and he may do so only during his Player Turn.
If a German Combat unit ends an Operation in a hex with a Depot, and there are no enemy units in that hex, the Depot is automatically destroyed and the German Player receives 1 OP.
13.2 Germans Outside G.E.A [17]
Any German unit that ends the turn in a hex that is not at least partially within GEA is permanently eliminated from play. It may not be recycled or replaced. This does not apply to Portuguese East Africa.
14.0 Lake Victoria
Essentially, movement across Lake Victoria is treated exactly as if it were either a Sea Transfer or an Amphibious Assault, with both sides having this capability (on the lake). There are four lake ports: the Allies control Kisumu and Karangu at the start; the Germans, Mwanza and Bukoba.
The maximum Allied capability is 20 SPs per operation, including artillery. The maximum German capacity is 8 SPs per operation.
After the player announces a Sea Transfer or Amphibious operation for Lake Victoria, he rolls one die. If he rolls a 5 or a 6 he cannot proceed with the operation (and the OPs are lost). [18]
15.0 Railroad Destruction/Construction
15.1 Destroying Rail Hexes
Either side may destroy a rail hex (thus disrupting rail movement) as part of a Movement Operation. It costs 2 Attrition Points to destroy a rail hex (in addition to the cost of moving into that hex), and the target hex may not be in or adjacent to an enemy unit. If there is a bridge that is part of that hex, it, too, is destroyed. The 2 APs spent do count for attrition purposes. Mark such hex with a Destroyed Rail marker.
15.2 Rebuilding RR Hexes
A player may rebuild a destroyed RR hex (and any bridge that was part of that hex). This is a separate Operation. A player may rebuild any one destroyed hex in an Operation that is occupied by or adjacent to friendly combat units and not occupied or adjacent to enemy units. No attrition is taken.
16.0 Random Events
Random Events are political and natural events occuring outside the ambit of both the map and the rules that did have, or could have had, great effect on the campaign.
A Random Event may occur in any one of the following situations, in which case the player consults the Random Events Table (RET), throws two dice, and follows the instructions for that event:
- A tie dieroll for Initiative (5.13); OR
- A player undertakes a Random Event Operation, voluntarily consulting the RET; OR
- If neither of the above has occurred during a given game-turn, the player with the Initiative automatically rolls on the RET in the Auxiliary Random Event Phase.
The player rolls two dice, reading them sequentially. Thus, a 2 and a 3 are 23 (not 5). The result is a letter corresponding to the event explained in 16.2.
Unless the event states otherwise, the event applies regardless of who rolls on the RET.
Most events also have turn limitations as to when they take effect. Any event rolled for that does not take effect because of either of the above, or any other limitations imposed, is treated as NO EVENT.
16.1 THE RANDOM EVENTS TABLE. See Charts & Tables on game map.
16.2 EXPLANATION OF EVENTS. See Charts & Tables on page 9.
17.0 How to Win [19]
See 3.0 for a brief discussion of objectives.
17.1 Allied Objectives
At the start of each Year (including the start of the game) the Allied Player must decide what his Objectives for that year will be. His Victory Points for that year will depend, for the most part, on how well he attains those objectives. (See, also, 17.2)
The Allied Player must choose two Offensive Objectives and one Defensive Objective from those listed on the Allied Objective Chart. He writes these down on a piece of paper, revealing them to the German Player only at the end of the year.
The Town objectives are noted on the map with a letter (A, B or C). E.g., Jasin, an "A" town is available as a possible objective in 1914, while Kondoa Irangi, a "C" town, is not an available offensive objective until 1916.
Once an Offensive Objective has been chosen it may not be changed, and, once attained, it may not be used as an Offensive Objective again.
17.2 Allied Victory Points
In addition to Objective VPs, the Allied Player earns the following VPs:
| VP's | How |
|---|---|
| 2 VP | Each German Strength Point eliminated* |
| 5 VP | Each German leader eliminated |
| 20 VP | Each German Placement Town (9.16) occupied by Allied combat units at the end of a Year, in addition to VP's earned for this Objective. |
* = These are earned as the SP is lost. The Allied Player retains these VPs even if that unit returns as a Replacement later on (when it, again, can lose SP for VPs).
17.3 German Victory Points
The German Player earns VPs as follows:
| VP's | How |
|---|---|
| 1 VP | Each Allied (non KAR) SP added before January 1917 |
| 2 VP | Each Allied (non KAR) SP added in 1917 |
| 5 VP | Each Allied (non KAR) SP added in 1918. |
| 2 VP | Each hex of the Uganda RR cut at end of any turn. |
| 2 VP | Each German unit exited off the South edge of the map before January, 1917 |
| 5 VP | Each German unit exited off the South edge of the map in 1917. |
| 10 VP | Each German unit exited off the South edge of the map in 1918. |
| 50 VP | Any German combat unit north of hexrow 50, inclusive, at end of October, 1918. |
The term "SP added" means Allied reinforcements and replacements brought into the game. KAR units never count towards this total. The VP's are earned the instant the unit is placed in Africa, in play.
17.4 Who Wins?
Players must keep a running total of all VPs earned on a piece of paper. VPs earned in one year are added to VPs earned in succeeding years. At the end of the year chosen to cease play, or at the end of October, 1918, the players now compare totals, the German Player subtracting his VPs from those of the Allied Player. Consult the Chart, below, which expresses victory in terms of total remaining Allied VPs.
| Year | Allied Decisive | Allied Marginal | Allied Limited | German Limited | German Marginal | German Decisive |
|---|---|---|---|---|---|---|
| 1914 | 80 + | 60-79 | 40-59 | 20-39 | 10-19 | Less than 10 |
| 1915 | 200 + | 100-199 | 80-99 * | NO | 50-79 | Less than 50 |
| 1916 | NO | 300 + | 250-299 | 200-249 * | 100-199 | Less than 100 |
| 1917 | NO |
* = This would probably be more of a Draw than anything else. NO = This level of victory not possible.
18.0 Initial Set-Up
The game begins with the September 1914 Game Turn.
The German player starts with the following units:
| Location | Unit |
|---|---|
| Arusha (2914) | 1 FK; Kraut |
| Mahenge (5417) | 2 FK |
| Neu Langeberg (5529) | 3 FK; Flknstn |
| Dodoma (4120) | 4 FK; Fromme |
| Iringa (4919) | 6 FK |
| Bukoba (1432) | 7 F |
| Tabora (3430) | 8 FK; Hering; Wahle |
| Dar es Salaam (4605) | 10 FK; Stnhm; A. Kngbg; 3, 4 SK; Arab KP |
| Tanga (3804) | A. Tanga; Bmstark |
| Lindi (6104) | 12 FK; Muller; v. Lbrmn |
| Kondoa Irangi (3516) | 13 FK |
| Mwanza (2127) |
Note:
(a) Karema is a village on the east shore of Lake Tanganyika. This unit starts off the map and may enter in any Movement Operation through map-edge hexes 3933-4133.
(b) This unit starts off the map (Ruanda was a province west of Lake Victoria). It may enter in any Movement Operation through any map-edge hex 1434-2133.
(c) This unit starts off the west edge of the map (Urundi was an area south of Ruanda). It may enter in any Movement Operation through any map-edge hex 2234-2733.
(d) This unit is on Lake Tanganyika and may enter the game either in a Movement Operation or a Rail Movement Operation through hex 3434.
The Allied Player starts with the following units:
| Location | Unit |
|---|---|
| Uganda* | 1/4 KAR; Uganda |
| Nairobi (1812) | KAR Res; 1/3 KAR; EAR; EAMR |
| Karonga (5929) | 1/1 KAR; Mobile |
| Mombasa (3201) | IST; Vol MG; Cal Vol; 27MtRA |
Note:: * These units start the game off the board; they may enter (separately or together) through hex 1033 or hex 1016.
19.0 Footnotes
[1] Von Lettow's old 60mm pieces were pretty much useless, but the 105mm guns salvaged from the Konigsberg were exceptionally effective.
[2] The KAR was virtually ignored for most of the war but eventually became the backbone of the Allied effort. Other troops poured into the region included an incredibly motley variety of Empire units from all over the world - Indians, Boers, English, and, not until too late, black troops from Nigeria, the West Indies and elsewhere.
[3] The following Allied units were not included: The 25th, 26th and 28th Sapper & Miner Companies; the 17th and 25th Indian Cavalry Squadrons; the South African Motorcycle Corps; the Gold Coast Pioneers; the Stokes Mortar Battery; the KAR Police Service Bn; and the KAR Signal Company. In addition, the "Uganda" unit includes the Uganda Rifle Corps, the Baganda Rifles and the Uganda Police Service Battalion. The 1/3 KAR Camel Corps and the 1/3 KAR Mounted Infantry are part of the 1/3 KAR. The Imperial Service Troop unit includes parts of the Baratpur, Jind, Kapurthala, Punjab and Rampur battalions.
[4] As General Smuts learned, when it rains in Africa, it is best to just sit inside and watch.
[5] These "events" brought ammunition, supplies and a big boost to German morale.
[6] The road bridges are not always literally that; they represent fords and ferries, too.
[7] Do not take the term "clear" terrain literally. This is simply terrain that is relatively easy to move across (at least at this scale). Terrain effects, at least in game terms, are relative - not absolute. The recent movie, Mountains of the Moon, filmed in Kenya,, is a pretty good representation of what much of this region was like.
[8] It is virtually impossible to overstate how difficult it was to campaign in East Africa. There were diseases, bugs, bugs with disease, bugs that ate your feet, worms, more bugs, snakes, fatigue, starvation, lions, charging rhinos, hippos, more fatigue, crocodiles, and then more bugs with more diseases. And then it rained, bringing some more bugs with newer and better diseases. Allied losses to "the environment" compared to combat losses were 31-1! with some units losing 90+% of their strength in a month's march! The Allies suffered most from the environment. For the first year and a half their white and Indian troops were poorly trained, poorly dressed and poorly acclimated. (Wearing open shirts with short pants spells "smorgasbord" to enophulus [malaria] mosquitos, tsetse flies and their ilk.) It took the Brits 2 and 1/2 years to realize that this was a war best fought by black Africans. Everybody else died, as it were, like flies. By far, most losses in the game, at least for the Allies, will be because of environmental attrition.
[9] Attrition rates a unit's ability to withstand the rigors of East Africa. Note that the German askaris, aside from being well-acclimated, were pretty much self-sufficient, with the help of the German botanical and scientific station at Amani, which produced a dazzling array of medical and material substitutes. Their Attrition ratings are thus very high.
[10] Many units, especially at the beginning of the war, simply took off when the shooting started.
[11] One of von Lettow's favorite tactics was to draw the Allies forward, ambush their advance units, and then unload on them with the 105's as they retreated. By the time the Allies had regrouped, the askaris were gone. The South Africans and Indians travelled in such dense columns that it facilitated the effectiveness of the ambush.
[12] Its harbor was effectively blocked by a sunken ship.
[13] Yes, this means that the 29 FK may be raised before the 21, but that's life in the fast lane of simulation gaming.
[14] One of von Lettow's advantages was in his leaders, who ranged from retired Major Generals to Counts. Tactically, they were far superior to any of the Allied field combat commanders, with some minor exceptions that would not affect play. Therefore, only the German player has leaders.
[15] The RNAS, known as the Rufiji Air Force, consisted of 8 worthless Sopwith hydroplanes. Because of humidity planes could rarely fly during the day, and, even then, with great difficulty. Despite the skill and daredevil attitudes of their pilots, they were totally useless as combat units.
[16] Players will quickly figure out that when the squadron drops to three planes it is useless.
[17] Inside German East Africa the Germans had few supply problems (at least in game terms). Outside, however, was another story.
[18] Why, you may ask, does this happen? Each side had a small gunboat on the lake, and any show of force by one side was usually enough to turn the other around, when they could find each other.
[19] For the Allies, with few successes in Europe and some major disasters in Gallipoli and Mesapotamia, winning in East Africa, while not applicable to the overall picture, was, at least in the eyes of the War Office, most important in terms of home morale. Given the balance of manpower and the isolation of the Germans, victory seemed inevitable. It was simply a question of "when." As for von Lettow, isolated from Europe, he quickly realized that he could never match the Allies in an offensive war, and that Allied manpower would soon wear him down. It, therefore, became his objective to cost the Allies as much men and materiel as he possibly could, for troops sent to Africa would not be used elsewhere. He was amazingly successful. By the end of the war, over 250,000 Allied troops had been used to chase von Lettow's askaris, who never numbered more than 11,000 (not including Europeans), without catching them. It was an incredible performance.
Bibliography
(For Game and Historical Article):
- Abbot, Peter, Unknown Armies: Organization, Uniforms, Insignia; British East Africa, Kenya, Tanganyika, Somaliland, Uganda and Zanzibar to 1964, Vol. I. (Raider Books, Leeds, England, 1988.)
- Buchanan, Angus (Capt.), Three Years of War in East Africa (Negro Universities Press, New York, 1919).
- Farwell, Byron, The Great War in Africa (W. W. Norton & Co., New York, 1986) Very readable, good information, but some incredible typos and other errors. (E.g., General Crewe is spelled three different ways, and the book often says east when it means west.). Sloppy.
- Garnder, Brian, On To Kilimanjaro (Macrae Smith Co., Philadelphia, 1963). Older than many of the other sources, but, in some ways, a lot better. More hard information than most, plus some good maps.
- Hoyt, Edward P., Guerilla (Macmillan Publishing Co., New York, 1981) Very pro-von Lettow: all British are dolts (which may be true, but it becomes tiresome after a while). A map wouldn't hurt, either. Otherwise, quite good.
- Hoyt, Edward P., The Germans Who Never Lost (Funk & Wagnalls, New York 1968) Nice telling of the story of the Konigsberg. As with Hoyt's other book, above, somewhat pro-German and no maps (or pictures).
- Miller, Charles, Battle for the Bundu (Macmillian Publishing Co., New York, 1974) Solid, with some nice dramatic touches. Only book with readable, pertinent maps.
- Mosley, Leonard, Duel for Kilimanjaro (Ballantine Books, New York, 1964). A good overview of the campaign.
- Sibley, J.R. Tanganyikan Guerrilla (Ballantine Books, New York, 1971). Fantastic pictures and good, solid text.
- Sydow, Otto von, "Deutches Ost-Afrika", Parts 1-3, in Savage and Soldier Magazine, Vol X, Nos 2-4 (1978)
- ________, Military Operations, East Africa (H.M.S.O.); Vol. I (London, 1920). Intended as a multi-volume text, the author (?) died before it could be completed. Definitive for 1914-16. Major OoB source.